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Post by hardly on Dec 23, 2014 20:26:56 GMT
I would feel more godly if sculpting was free, it broke abodes and settlements if I'm not careful and belief went on other things, spells and upgrades to them and even whatever (he says hopefully) replacement they come up with for unlocking cards. Wow I'm officially no longer a pro board Virgin Originally the houses did get destroyed by sculpting. This "feature" was removed/solved because the sculpting can be a bit icky which led to lots of accidental demolition. My suspicion is that this was removed because of the imprecision of touch compared to mouse. It went the same time as digging which was controlled by the right mouse button and was also incompatabile.
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Post by Spiderweb on Dec 23, 2014 21:04:44 GMT
Yeah I remember and I actually preferred it. If your clumsy enough to knock you followers buildings down so be it Also saves on having to select finger of God each time. I really hope they finish quick keys down to the "card" selection level (and that they do away with "card" of course)
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Post by Deleted on Dec 23, 2014 23:58:21 GMT
Yeah I remember and I actually preferred it. If your clumsy enough to knock you followers buildings down so be it Also saves on having to select finger of God each time. I really hope they finish quick keys down to the "card" selection level (and that they do away with "card" of course) I remember in the early days of Godus we had some great minds in the community with all sorts of fantastic interface ideas. It's a shame Peter Molyneux had other plans. I'm glad to see that the die-hards are still excited about the possibility of 22cans doing something about their crummy touch interface on PC. At this point I think its time for 22cans to take their "lolzomgnewbonkersinterfacetheuniversehasneverseenomgomgomg" hats off and settle on something intuitive instead.
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Post by 13thGeneral on Dec 26, 2014 8:50:54 GMT
Yeah I remember and I actually preferred it. If your clumsy enough to knock you followers buildings down so be it Also saves on having to select finger of God each time. I really hope they finish quick keys down to the "card" selection level (and that they do away with "card" of course) I remember in the early days of Godus we had some great minds in the community with all sorts of fantastic interface ideas. It's a shame Peter Molyneux had other plans. I'm glad to see that the die-hards are still excited about the possibility of 22cans doing something about their crummy touch interface on PC. At this point I think its time for 22cans to take their "lolzomgnewbonkersinterfacetheuniversehasneverseenomgomgomg" hats off and settle on something intuitive instead. There were, and have been, some fantastic ideas and discussions about much of Godus's features and UI, since day 1 ... and 98% went to complete waste. How can you build faith in a game if you don't have faith in it's players?
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Post by flowinthrough on Dec 26, 2014 14:42:06 GMT
I built the Arc qnd conquered new land but it's really a pity I can't take along the beleif, ore and crops... A god that cannot move the resources... It's as if I start over the game
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Post by 13thGeneral on Dec 26, 2014 17:40:30 GMT
I built the Arc qnd conquered new land but it's really a pity I can't take along the beleif, ore and crops... A god that cannot move the resources... It's as if I start over the game New land, same problems. OMG: Weyworld is America!!!
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Post by hardly on Dec 26, 2014 18:23:10 GMT
I built the Arc qnd conquered new land but it's really a pity I can't take along the beleif, ore and crops... A god that cannot move the resources... It's as if I start over the game As we discussed here at length they had to restart the game to rebalance things. They couldn't reset the mobile worlds so instead they created an arc and made the different worlds essentially separate games. That way could rebalance the game in line with their new mechanics. Weyworld was only ever a time sink to slow down mobile players while they worked on hubworld which was supposed to be the true godus experience.
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Lord Ba'al
Supreme Deity
Posts: 6,260
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Post by Lord Ba'al on Dec 26, 2014 18:23:52 GMT
I built the Arc qnd conquered new land but it's really a pity I can't take along the beleif, ore and crops... A god that cannot move the resources... It's as if I start over the game New land, same problems. OMG: Weyworld is America!!! Or UK for that matter.
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Post by flowinthrough on Dec 26, 2014 19:47:07 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it?
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Post by hardly on Dec 26, 2014 20:48:31 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? It's a balance issue. In most successful games the designers carefully design the game so that a competitive balance is maintained throughout. In some games you break through ghe tension at some point and generally that is where the challenge/interest wanes. Godus is a early access/beta game so we assume it hasn't had its final balance implemented. The designers will therefore keep tweaking the balance until the game is released and perhaps even after. Minor changes to balance can perhaps be implemented without a world reset but major changes require a reset. Wayworld was effectively a reset in a way that was designed to not piss off mobile players. How easy would wayworld be if you had all your belief, ore and wheat? The whole challenge of godus is grinding that stuff out. If they continue the development I predict another world after wayworld that will act as another reset.
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Post by 13thGeneral on Dec 26, 2014 20:50:40 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? That's what happens when you have no real game direction and shoehorn features in without really thinking about the overall game-play interactivity - that, and working around a P2W/F2P monetization scheme instead of the other way around, really mucks things up. They seem to have forgotten a lot of fundamental necessities of game design.
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Post by hardly on Dec 26, 2014 21:12:41 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? That's what happens when you have no real game direction and shoehorn features in without really thinking about the overall game-play interactivity - that, and working around a P2W/F2P monetization scheme instead of the other way around, really mucks things up. They seem to have forgotten a lot of fundamental necessities of game design. What he said.
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Post by flowinthrough on Dec 27, 2014 15:18:09 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? That's what happens when you have no real game direction and shoehorn features in without really thinking about the overall game-play interactivity - that, and working around a P2W/F2P monetization scheme instead of the other way around, really mucks things up. They seem to have forgotten a lot of fundamental necessities of game design. These all look legit, but the detail is I was bored and thinking to quit already, before the 'interest wane'...
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Post by Spiderweb on Dec 28, 2014 7:33:51 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? I discussed here on steam the concept of trade ships between homeworld and weyworld, where you took time to build a Homeworld ship and supply it, then it sailed, you would lose some to pirates or just throught the voyage but you end up with some additional supplies. I even asked PM the question which just got skipped over really with some hub world reference.
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Post by flowinthrough on Dec 28, 2014 10:02:40 GMT
I didn't get the part where you sacrifice people to get gems... How you sacrifice people other than let them die through unhappiness?
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Post by Deleted on Dec 28, 2014 10:42:58 GMT
Still, i don't understand why we should not be able to take the resources along... They want to delay the players, but they're not afraid the players abandon it? I discussed here on steam the concept of trade ships between homeworld and weyworld, where you took time to build a Homeworld ship and supply it, then it sailed, you would lose some to pirates or just throught the voyage but you end up with some additional supplies. I even asked PM the question which just got skipped over really with some hub world reference. My guess? If players entered each new age/world with an abundance of resources collected each time there is a period of waiting before the next age/world is released, it would be harder to monetize the mobile version. There's also scaling issues programmers have to deal with. Obviously they felt the inconvenience to the player was worth forcing a reset.
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Post by Spiderweb on Dec 28, 2014 12:02:41 GMT
The idea of the trade ship was to transfer some resources at a cost.
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Post by Spiderweb on Dec 28, 2014 12:09:08 GMT
I didn't get the part where you sacrifice people to get gems... How you sacrifice people other than let them die through unhappiness? Do you mean the you haven't used PC versions pit of doom? It exchanges 1 follower for 1 gem and some unhappiness.
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Post by flowinthrough on Dec 28, 2014 12:59:31 GMT
Oh no, only on android, thanks
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Post by 13thGeneral on Dec 28, 2014 17:31:48 GMT
I didn't get the part where you sacrifice people to get gems... How you sacrifice people other than let them die through unhappiness? Do you mean the you haven't used PC versions pit of doom? It exchanges 1 follower for 1 gem and some unhappiness. Oh no, only on android, thanks Yeah, the reasoning behind including the 'Pit of Doom' for the PC version was to retain the Gems mechanism, and I assume some cohesiveness between the platforms; essentially so they could monetize the mobile versions, but reciprocate the PC players for lack of content. Or, something like that. It's not the best system ever devised, and caused more issues than it solved. They could have done way better, had they not tried (or been forced) to shape the game around a money making scheme, rather than gameplay or story. They certainly could have come up with far more creative ideas for content, that would have negated - or at least reduced the dependance on - the screwy monetization system for something far more enticing - while engaging the player. Somewhere along the way Peter lost his vision, and DeNA forced their hands into monetization; or, at least that's seems to be what happened.
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